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Topics - jcjordan

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1
Bugs in stable version (2.5) / 2 bugs in 2.5dev
« on: September 30, 2013, 01:54:51 am »
I would post in bugtracker but forgot password & pw reset doesn't work so can't login there but I've 2 bugs that have cropped up in 2.5dev downloaded sep4th IIRC.

1) On the mansion map mission I assume small one for shotdown scout using Herakles dropship I get the following error but attached is ufoconsole.log & savegame. Mission will start/load as normal but when it gets to the spawn part it locks up & only control/alt/del exits or power off pc


2013/09/28 17:55:24 ------- Loading game.dll -------
2013/09/28 17:55:24 not found at '/usr/local/lib/'
2013/09/28 17:55:24 not found at 'C:\Users\jeff\AppData\Roaming\UFOAI/2.5-dev/base'
2013/09/28 17:55:25 found at './base'
2013/09/28 17:55:25 SV_ParseAssembly: warning - cvar 'rm_drop' value doesn't seem to be a valid tile id '' - set to default '+craft_drop_firebird'
2013/09/28 17:55:25 SV_ParseAssembly: warning - cvar 'rm_ufo' value doesn't seem to be a valid tile id '' - set to default '+craft_ufo_scout'
2013/09/28 17:55:25 Using RMA2 seed: 26 for <small>
2013/09/28 17:55:25 tiles: -mansion/mansion_ +main +small
2013/09/28 17:55:25 pos: -16 -8 0 32 -8 0
2013/09/28 17:55:25 tiles: 2
2013/09/28 17:55:26 CM_LoadMap: "-mansion/mansion_ +main +small" "-16 -8 0 32 -8 0"
2013/09/28 17:55:40 Rerouted for RMA in  12.0s
2013/09/28 17:55:40 checksum for the map '+mansion': 1295412556
2013/09/28 17:55:41 ufo script checksum 1523277750
2013/09/28 17:55:41 -------------------------------------
2013/09/28 17:55:41 Connecting to localhost...
2013/09/28 17:55:41 ==== InitGame ====
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 112 (b c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 113 (a c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 114 (a c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 115 (a c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 116 (b c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 117 (a c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 118 (a c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 119 (a c)
2013/09/28 17:55:41 Created AI player (team 0)
2013/09/28 17:55:41 Spawned ai player for team 7 with entnum 120 (Whssf Vze Hwzsf)
2013/09/28 17:55:41 Spawned ai player for team 7 with entnum 121 (Sszwh Vzs Wfzsh)
2013/09/28 17:55:41 Spawned ai player for team 7 with entnum 122 (Krrnaak Zt Hrmokuk)
2013/09/28 17:55:41 Spawned ai player for team 7 with entnum 123 (Akrokk Kr Zrrosk)
2013/09/28 17:55:41 Created AI player (team 7)
2013/09/28 17:55:41 Used inventory slots after ai spawn: 0
2013/09/28 17:55:41 connection attempt from loopback connection
2013/09/28 17:56:05 load material file: 'materials/mansion.mat'
2013/09/28 17:56:07 World model: 42977 triangles
2013/09/28 17:56:07 Planting grass ...
2013/09/28 17:56:07 Total grassy area is       0 units (0 cells)
2013/09/28 17:56:07 Planted 0 clumps of grass
2013/09/28 17:56:44 Starting the game...
2013/09/28 17:56:44 jeff has joined team 1
2013/09/28 17:56:44 Music: track changed from Crystan-Geosphere03 to Crystan-Battlescape01.
2013/09/28 17:57:20 Used inventory slots: 0
2013/09/28 17:57:22 Soldier entered the rescue zone.
2013/09/28 17:57:26 Soldier entered the rescue zone.
2013/09/28 17:57:26 Soldier entered the rescue zone.
2013/09/28 17:57:26 Soldier entered the rescue zone.
2013/09/28 17:57:27 Soldier entered the rescue zone.
2013/09/28 17:57:27 Soldier entered the rescue zone.
2013/09/28 17:57:28 Soldier entered the rescue zone.
2013/09/28 17:57:28 Soldier entered the rescue zone.
2013/09/28 17:57:31 Not enough spawn points for team 1 (actorsize: 1)
2013/09/28 17:57:31 Not enough spawn points for team 1 (actorsize: 1)
2013/09/28 17:57:31 Not enough spawn points for team 1 (actorsize: 1)
2013/09/28 17:57:31 Not enough spawn points for team 1 (actorsize: 1)
2013/09/28 17:57:32 Used inventory slots client jeff spawn: 0
2013/09/28 17:57:35 ********************
2013/09/28 17:57:35 ERROR: Game Error: Could not find character on team 1 with unique character number 171
2013/09/28 17:57:35 ********************
2013/09/28 17:57:36 Shutdown server: Server crashed.


2) later on in same game, one of my storage depots for captured ufos just decides to self destroy itself. A few days earlier than in the savegame shown it was under attack but I was able to lure the attacking ship away & get it so the problem might  be in someway to it "thinking" it's still under attack. 2nd & 3rd savegames attached. Nothing showed on ufoconsole before/after is destroyed even after I exited game then reloaded before save.

2
I would have posted this in the Bug Tracker but forgot my password & the password reset email doesn't work as all it does is take you to the login page asking for username & password (which I've forgotten & need to reset  :-[)

The game doesn't save your settings/preferences from each time you load the game ie each time you load the game you have to reset your preferences from the option screen. I noticed this in the Aug20th download but I had some other problems w/ that download so deleted it & I'm now seeing if I have the same problems w/ this version (some kind of sound problem causing crash but not totally sure yet)

3
Tactics / security camera usage in base defense
« on: August 05, 2013, 11:48:16 pm »
I had a previous version of 2.5 that had the working security cameras in the base defense mission but in the version I have now (downloaded a couple of weeks ago) that doesn't seem to be the case. I know there was some talk of changing how the cameras operated but don't remember seeing/reading if that has happened yet. Are the cameras on base defense missions now disabled alltogether or is it now changed where you have to have a soldier placed somewhere in front of a console to have them work (the change I've seen mentioned some time ago)?

4
Discussion / alien bases question
« on: April 26, 2013, 03:11:29 am »
In 2.5 dev will the aliens keep trying to establish new bases or is there a finite # & once those are gone no more will appear? In my game I found/destroyed 2-3 bases IIRC but I still see supply transports going to a couple of areas on geoscape & I've given those areas a good patrolling but nothing ever comes up. I've even followed a supply ship to an area where it disappeared off my interceptors radar screen so I had it sit in that area until fuel ran low but nothinig showed up but then a few days later a supply ship appeared in that area like it was taking off again???

5
Bugs in stable version (2.5) / another map problem
« on: April 02, 2013, 12:18:49 am »
I've not put a bug report on this one yet as I'm not on my laptop but have the pics there. There's another map problem w/ Herakles transport & Military bunker map. The seats for the Herakles is a level under the transport instead of in it as it should be. You can walk inside & around the inside of the transport everywhere other than where the seats should be but otherwise there doesn't seem to be a problem w/ the map as all the troops start at the underground entrance. This is dev 2.5 from Jan10th nightly build download IIRC

6
Discussion / destroying base
« on: March 25, 2013, 10:36:53 pm »
Not sure if it's been asked/discussed but as far as I can see I'm unable to destroy a base I want to get rid of. In some games, I'll set up a reserve base where I can store extra weapons, antimatter, wounded soldiers needing long term healing, alien materials, etc but at some point the base will become redundant so I won't need it but I can't get rid of the base from geoscape or base view unless I just missed something. Shouldn't there be some way for me to "decommission" a base if I want to?

7
Bugs in stable version (2.5) / problem w/ spawn pts on map
« on: March 23, 2013, 03:57:47 am »
I opened a bug issue #4940 but Bug Genie didn't allow me to add savegame as an attachment & the pics added didn't come out the way they should in the issue, so I'd though I might post them here.

Problem is in the Counry Desert Map/Herakles using 2.5dev from Jan10th nightly build, some spawn points are off for a few soldiers. One soldier spawns in the roof of the ship like he's standing on something but is able to move off into play. The other 4 soldiers that start on the ship can't move anywhere other than the square formed by those 4. Attached is pics of the situations as well as the overall placement of the alien ship/Herakles & savegame. If you use the savegame just go to the landed ufo in N Amer from the nearby base.

8
Bugs in stable version (2.5) / bug w/ gas grenades???
« on: March 04, 2013, 07:25:22 pm »
Not sure if this is how they're supposed to work or if it's a bug (if it is I'll post it) In the use of gas grenades, I've noticed that on my characters that if they're in the area of effect when it goes off then they'll get stun damage but if they aren't & later walk into the gas cloud they get no damage when wearing Nano armor. Is this the way it should be? I know they're not supposed to if wearing Power armor as it offers protection from the gas effects. As far as I can see it does effect the aliens as it should.

9
Bugs in stable version (2.5) / minor research bug
« on: February 13, 2013, 11:55:48 pm »
Minor problem not a major bug by any means but when research is complete on the adv alien weapons suite forget the name offhand right now (Alien ECM suite), there's no msg sent from "Navarre" on it being completed. You can view the stats etc in the UFOpedia though just no research is completed msg appears.

10
Bugs in stable version (2.5) / map bug similar to mansion/city maps
« on: February 12, 2013, 12:23:19 am »
I found that part of the Harbor maps is messed up just like the mansion/city maps. I don't have the screenshot to post as it's on my laptop but can post it later if need to show. On the Harbor map, where you've got the building where what looks like trucks are parked is messed up like the mansion city maps. My version is 2.5 dev Jan10th IIRC.

11
While not a bug, more of a feature & not sure if it's been asked/etc but know it's still a WIP but shouldn't the pilot stats such as they are at the moment show in the a/c viewing screen? Right now the only place you can see pilot stats is in the employee screen

12
Discussion / dev2.5 base defence missions
« on: January 04, 2013, 12:32:25 am »
What are the triggers for aliens to start attacking bases & how do you minimize the aliens ablity to find/attack your bases or stop it from happening so soon in game? I've had 2 new campaigns w/ Dec downloads that the Aliens just seem to go nutzo after my bases early in the game (2-4 attacks each month at my 2 main bases) using Harvesters which I don't have anything that can shootdown one yet so that isn't an option to contain them. Having this many base defense missions & trying to go on others leads to way too many WIA/KIA leaving no healing time. IIRC missions pace were supposed to go down to allow some downtime but the pace of these past 2 campaigns has been greater.

Any ideas on how to go deeper underground?  :)

13
2.5 dev 12/13 download - I've had a mission in my campaign where I was going to the lake ice map to go after a downed supply ship & it's unplayable due to human starting position has no cover nor a dropship on map & there's so many aliens & they're all coming after you, no hiding, just a straight Mike Tyson fight. I've tried smoke grenades but the supply of aliens make those moot to hide behind or create shotting alleys. There's at least a dozen or more aliens at my last count vs 8 humans w/ no cover. 2-3 always come over the hill on turn 3, 2 come from the house area & the rest come from the building right at you but alein numbers make any tactics useless. This map was playable in past versions but just way too many aliens on map make it unplayable for an early-mid game mission.

14
Newbie Coding / maps.ufo file question
« on: December 19, 2012, 05:38:06 am »
On the maps.ufo file, if the map has no "campaign true/false" line in it, then by default it's true - right? I'd only need a "campaign false" line for the map to not be involved in my campaign.

15
Newbie Coding / file management question
« on: December 14, 2012, 02:59:08 am »
My installation keeps most of the files in the base folder zipped in the pk3 files. I've had to edit the map.ufo to fix my campaign where a couple of missions won't happen due to graphics problems & the smoke grenade fix in the ufo folder, if I unzip them & edit them then move that unzipped ufo folder back into the base folder will it's changes take precedence over the unchanged ones in the ufo.pk3 file or should I move the pk3 file elsewhere?

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